Trying to call a master boolean in the level blueprint, within another blueprint.
My intent is to have a the level blueprint hold a bool value, which can be referenced in any other blueprint. In this example, I want to press "P" as a debug key, to test a power outage in my game. Pressing "P" toggles a "PowerOutage" bool on the level blueprint, and all instances of my blueprints that contain lights will simultaneously get this bool so that they can turn their lights off.
Here is what I intend for the level blueprint:
And then this is what I want a blueprint which contains a point light to be:
I've searched around, watched a few youtube videos, learned about event dispatchers, but I can't seem to use an even dispatcher from the level blueprint, to my blueprint.
Anyone got any pointers?
asked Mar 07 '15 at 05:24 AM in Blueprint Scripting
you should be able to create an interface and then in your level do a find all actors with interface call. That will return a number of objects. then just call a function that is implemented in the interface.
answered Mar 07 '15 at 06:25 AM
Your input event in the level BP could fire into another BP, like the player, where an Event Dispatcher is called, handling everything simultaneously.
answered Mar 07 '15 at 06:23 PM
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